Cardboard Box and Stealth Components (#11569)

This commit is contained in:
keronshb
2022-10-09 18:17:53 -04:00
committed by GitHub
parent eadf01f323
commit 386c7f9223
16 changed files with 643 additions and 2 deletions

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using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Stealth.Components;
/// <summary>
/// Add this component to an entity that you want to be cloaked.
/// It overlays a shader on the entity to give them an invisibility cloaked effect
/// It also turns the entity invisible
/// </summary>
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedStealthSystem))]
public sealed class StealthComponent : Component
{
/// <summary>
/// Whether or not the entity previously had an interaction outline prior to cloaking.
/// </summary>
[DataField("hadOutline")]
public bool HadOutline;
/// <summary>
/// Last set level of visibility. Ranges from 1 (fully visible) and -1 (fully hidden). To get the actual current
/// visibility, use <see cref="SharedStealthSystem.GetVisibility(EntityUid, StealthComponent?)"/>
/// </summary>
[DataField("lastVisibility")]
[Access(typeof(SharedStealthSystem), Other = AccessPermissions.None)]
public float LastVisibility;
/// <summary>
/// Time at which <see cref="LastVisibility"/> was set. Null implies the entity is currently paused and not
/// accumulating any visibility change.
/// </summary>
[DataField("lastUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan? LastUpdated;
/// <summary>
/// Rate that effects how fast an entity's visibility passively changes.
/// </summary>
[DataField("passiveVisibilityRate")]
public readonly float PassiveVisibilityRate = -0.15f;
/// <summary>
/// Rate for movement induced visibility changes. Scales with distance moved.
/// </summary>
[DataField("movementVisibilityRate")]
public readonly float MovementVisibilityRate = 0.2f;
}
[Serializable, NetSerializable]
public sealed class StealthComponentState : ComponentState
{
public float Visibility;
public TimeSpan? LastUpdated;
public StealthComponentState(float stealthLevel, TimeSpan? lastUpdated)
{
Visibility = stealthLevel;
LastUpdated = lastUpdated;
}
}

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using Content.Shared.Stealth.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Timing;
namespace Content.Shared.Stealth;
public abstract class SharedStealthSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StealthComponent, ComponentGetState>(OnStealthGetState);
SubscribeLocalEvent<StealthComponent, ComponentHandleState>(OnStealthHandleState);
SubscribeLocalEvent<StealthComponent, MoveEvent>(OnMove);
SubscribeLocalEvent<StealthComponent, EntityPausedEvent>(OnPaused);
SubscribeLocalEvent<StealthComponent, ComponentInit>(OnInit);
}
private void OnPaused(EntityUid uid, StealthComponent component, EntityPausedEvent args)
{
if (args.Paused)
{
component.LastVisibility = GetVisibility(uid, component);
component.LastUpdated = null;
}
else
{
component.LastUpdated = _timing.CurTime;
}
Dirty(component);
}
protected virtual void OnInit(EntityUid uid, StealthComponent component, ComponentInit args)
{
if (component.LastUpdated != null || Paused(uid))
return;
component.LastUpdated = _timing.CurTime;
}
private void OnStealthGetState(EntityUid uid, StealthComponent component, ref ComponentGetState args)
{
args.State = new StealthComponentState(component.LastVisibility, component.LastUpdated);
}
private void OnStealthHandleState(EntityUid uid, StealthComponent component, ref ComponentHandleState args)
{
if (args.Current is not StealthComponentState cast)
return;
component.LastVisibility = cast.Visibility;
component.LastUpdated = cast.LastUpdated;
}
private void OnMove(EntityUid uid, StealthComponent component, ref MoveEvent args)
{
if (args.FromStateHandling)
return;
if (args.NewPosition.EntityId != args.OldPosition.EntityId)
return;
var delta = component.MovementVisibilityRate * (args.NewPosition.Position - args.OldPosition.Position).Length;
ModifyVisibility(uid, delta, component);
}
/// <summary>
/// Modifies the visibility based on the delta provided.
/// </summary>
/// <param name="delta">The delta to be used in visibility calculation.</param>
public void ModifyVisibility(EntityUid uid, float delta, StealthComponent? component = null)
{
if (delta == 0 || !Resolve(uid, ref component))
return;
if (component.LastUpdated != null)
{
component.LastVisibility = GetVisibility(uid, component);
component.LastUpdated = _timing.CurTime;
}
component.LastVisibility = Math.Clamp(component.LastVisibility + delta, -1f, 1f);
Dirty(component);
}
/// <summary>
/// Sets the visibility directly with no modifications
/// </summary>
/// <param name="value">The value to set the visibility to. -1 is fully invisible, 1 is fully visible</param>
public void SetVisibility(EntityUid uid, float value, StealthComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.LastVisibility = value;
if (component.LastUpdated != null)
component.LastUpdated = _timing.CurTime;
Dirty(component);
}
/// <summary>
/// Gets the current visibility from the <see cref="StealthComponent"/>
/// Use this instead of getting LastVisibility from the component directly.
/// </summary>
/// <returns>Returns a calculation that accounts for any stealth change that happened since last update, otherwise returns based on if it can resolve the component.</returns>
public float GetVisibility(EntityUid uid, StealthComponent? component = null)
{
if (!Resolve(uid, ref component))
return 1;
if (component.LastUpdated == null)
return component.LastVisibility;
var deltaTime = _timing.CurTime - component.LastUpdated.Value;
return Math.Clamp(component.LastVisibility + (float) deltaTime.TotalSeconds * component.PassiveVisibilityRate, -1f, 1f);
}
}